Harsk

Gromph Deepstar's page

8 posts. Alias of WerePox47.


Full Name

Gromph Deepstar

Race

Dwarf

Classes/Levels

Inquisitor 1

Gender

Male

Size

Medium

Age

74

Alignment

NG

Deity

Angradd

Languages

Common, Dwarf

Strength 17
Dexterity 12
Constitution 14
Intelligence 10
Wisdom 15
Charisma 8

About Gromph Deepstar

Backstory:

Growing up fighting is not what most would consider a good life, but when one lives at the base of the Tusk Mountains, just north of Sudderwood, one does have much of an option. For 65 years this was Gromph Deepstar's life.. Training daily to fight the hordes spilling forth from The Worldwound, as well as constantly fending off bastard elf spawn from Shudderwood. But this was not Angradd's purpose for Gromph.. At the young age of 74 Gromph recieved a vision of a city to the east.. One that lies on the Varisian Gulf, one that has a dark cloud hovering over it.. Riddleport.. The Forge Fire's message was simple, go to this place and use your training to help those in need..

After weeks on the road Gromph finally made it to The City of Ciphers. Naturally the inhabitants of the city didn't set to well with Gromph, but he wasn't here to judge the populace.. Soon however he found a lead.. A gambling tournament thats using fiends as decorations.. This he had to check out for himself..

Gromph is pretty standard looking for a dwarf. Stand 4'6" he has darken skin, black hair, and deep blue eyes.. Although gruff in nature, like any dwarf, he seems to be more pleasant than most.. Except when it comes to fiends and evildoer's that is.. He carries a large axe on his back and wears an odd looking set of armor that looks more like a trench coat..

Gromph Deepstar:

Gromph Deepstar
Dwarf Inquisitor 1
NG Medium Humanoid (dwarf)
Init +1; Senses darkvision 60 ft.; Perception +6
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Defense
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AC 15, touch 11, flat-footed 14 (+4 Armor, +1 Dex)
hp 10 (1d8+2)
Fort +4, Ref +1, Will +4; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
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Offense
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Speed 20 ft.
Melee Greataxe +3 (1d12+4/x3)
Range Lt. Crossbow +1 (1d8-19/20)
Special Attacks/SQ Judgement 1/day, Sieze the Initiative 5/day
Inquisitor Spells Prepared (CL 1st):
0-(At Will)Daze, Detect Magic, Detect Poison, Guidance
1st-(2/day)Divine Favor, Shield of Faith
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Statistics
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Str 17, Dex 12, Con 14, Int 10, Wis 15, Cha 8
Base Atk +0; CMB +3; CMD 14 (18 vs. Bull Rush, 18 vs. Trip)
Feats Power Attack -1/+3
Traits Fates Favored, Scouting for Fiends
Skills Know(Arcana, Planes, Religion) +4(+6 ID), Know(History) +4 ID, Perception +6, Sense Motive +6, Survival +6
Languages Common, Dwarven
SQ Domain(Tatics), hardy, lorekeeper, slow and steady, stability, stonecunning +2, Combat Gear Caltrops (2), Tar bomb, Vermin repellent; Other Gear Armored coat, Greataxe, Blanket, winter, Grappling hook, Inquisitor's kit, Light Crossbow(20 bolts), Rope, Tindertwig (2), Trail rations (5), Holy Symbol of Angradd, 6 GP
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Special Abilities
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Ancient Enmity +1 Gain a racial bonus to attacks vs Elves.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Fates Favored Add +1 to any Luck Bonus
Favored Class Bonus +1/2 Judgement of Justice
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Monster Lore (Ex): The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Scouting for Fiends You gain +1 to attack rolls vs. evil outsiders.
Seize the Initiative (Su): Whenever you and your allies roll for initiative, you can grant one ally within 30 feet the ability to roll twice and take either result. This decision is made before results are revealed. You can use this ability a number of times per day equal to 3 + your Wisdom modifier
Slow and Steady Your base speed is never modified by encumbrance.
Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.
Stern Gaze (Ex): Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.

Judgements:

When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type. If the inquisitor is evil, she receives profane bonuses instead of sacred, as appropriate. Neutral inquisitors must select profane or sacred bonuses. Once made, this choice cannot be changed.
-Destruction: The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses.
-Healing: The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts. The amount of healing increases by 1 point for every three inquisitor levels she possesses.
-Justice: This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits.
-Piercing: This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks made to overcome a target's spell resistance. This bonus increases by +1 for every three inquisitor levels she possesses.
-Protection: The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor.
-Purity: The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons.
-Resiliency: This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor's. If she is neutral, the inquisitor does not receive this increase.
-Resistance: The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three inquisitor levels she possesses.
-Smiting: This judgment bathes the inquisitor's weapons in a divine light. The inquisitor's weapons count as magic for the purposes of bypassing damage reduction. At 6th level, the inquisitor's weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the inquisitor's alignments. If the inquisitor is neutral, she does not receive this bonus. At 10th level, the inquisitor's weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).